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Madden NFL 19 Franchise Mode Details - Schemes, Player Progression, Custom Draft Classes & More

Madden NFL 19

Madden NFL 19 Franchise Mode Details - Schemes, Player Progression, Custom Draft Classes & More

Game Informer has posted a ton of Madden NFL 19 Franchise Mode details, including information on schemes, archetypes, player progression, custom draft classes, new ratings, draft day and much more.

Below are just some of the nuggets pulled from the article, read it all here.

  • Players can choose to use a custom draft class on week three of their franchise. This can be imported, created, or loaded.
  • If you create one, you’ll start with one of the pre-made ones from EA Tiburon that are normally in the game, and then can edit as little or as much as you like.
  • You can create your own hidden draft gems and stash them in the lower rounds. “If you can imagine it,  you can draft it,” says producer Ben Haumiller.
  • Madden 19 introduces new ratings for some positions – QB (Throw Under Pressure, Break Sack, and Break Tackle), WR (Short, Medium & Deep Route Running), and OL (Run Block Power/Finesse, Pass Block Power/Finesse, and Lead Block)
  • If you’re a coach or owner in Franchise mode you’ll see them in their office, complete with idle animations. If you’re a player they’ll be in the locker room.
  • Draft day has been reworked to feature a new draft location, complete with a stage with a crowd and a cityscape in the background. When you draft a player, you’ll see that model come out on stage and even strike a pose.
  • You can take five or six snapshots from within games which will then be threaded through the mode’s other menus, the news, and loading screen.
  • The team depth chart, like in Ultimate Team, contains special positions: Slot receiver, slot corner, rush defensive end, rush defensive tackle, power back, and sub linebacker.
  • You can choose your team captains, and you’ll see the appropriate patches with their stars. Some teams don’t have captain patches or only have them in the playoffs.
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  1. I don't know about you guys but I'm actually excited for most of this.
    I personally would rather move away from XP, but if theyre going to keep it I like this much more than the past.
    I feel like they tried this type with scheme at first with your player being rated based on his scheme, but it failed miserably but I think this will fix the short falls with that.
    Player progression/regression sounds much better, but it always sounds good, we'll see how it plays out.
    We all had a pretty good idea we'd finally get custom draft classes, but it really is going to be a ton of fun. Among other things, it's going to be great to create some interesting physical outliers who are projects. I feel that type of prospect isn't well represented in randomized classes.
    I'm also happy when they take on a small detail, but deliver more than I could have expected.
    You can choose your team captains, and you'll see the appropriate patches with their stars. Some teams don't have captain patches or only have them in the playoffs.
    I’m so exited for this stuff to be out so everyone can start seeing why I have been so excited. Reworked regression and a whole new progression system is huge! The UI of an office setup should excite people clamoring for a new menu layout for a while now. The schemes and archetypes addd more depth and then something as small as captains helps with immersion’s.
    It’s going to be a fun year!
    Wow, man, great job EA for improve and add some good stuffs in Franchise Mode.. i love new menu layout, new player card, new Schemes, Archetypes but where is NFL superstar signature styles ??
    T4VERTS
    I’m so exited for this stuff to be out so everyone can start seeing why I have been so excited. Reworked regression and a whole new progression system is huge! The UI of an office setup should excite people clamoring for a new menu layout for a while now. The schemes and archetypes addd more depth and then something as small as captains helps with immersion’s.
    It’s going to be a fun year!

    yeah i agree with you but wondering what does scoreboard layout and stats layout look like during gameplay
    I really like this info. I like that you can’t choose what rating to upgrade. I’m glade it’s random. Also schemes and all the on screen info about the schemes has me excited.
    Label me impressed the draft day stuff really has me excited the NFL draft is a big deal and always wanted it to feel that way in madden too.
    I guess I'll be the Debbie Downer of the thread...these are nice changes but they didn't mention anything about fixing CPU roster management which has been one of the biggest problems
    T4VERTS
    I’m so exited for this stuff to be out so everyone can start seeing why I have been so excited. Reworked regression and a whole new progression system is huge! The UI of an office setup should excite people clamoring for a new menu layout for a while now. The schemes and archetypes addd more depth and then something as small as captains helps with immersion’s.
    It’s going to be a fun year!

    I just wish News was reworked / integrated more
    Wow. This is more than I expected -- a lot more. If these changes are as good as they sound, this represents a quantum leap in Madden franchise experience. I'm impressed; combine these improvements they've talked about with the news that this is on PC, and we could be looking at the best entry in the series in many years.
    Love the new progression system. More randomization is awesome in that area.
    Hoping they re-worked how contracts and the salary cap work. That would really make this game awesome.
    Cowboy008
    After reading that I'm more excited for Madden 19 this year along with RPM applying to all 22 players and the improved AI playcalling.

    you forgot lol
    reyes the roof
    I guess I'll be the Debbie Downer of the thread...these are nice changes but they didn't mention anything about fixing CPU roster management which has been one of the biggest problems

    Or fixing scouting/free agency. I'm tired of Marcus Mariota and Jamies Winston signing $10M - $15M contracts when they'll clearly break the bank.
    I mean in my last franchise Cousins got like 4 years 39.5M.
    My hope is that plenty of custom draft classes even out the talent pool in drafts. Mid to late second rounders have become worthless. I'd rather have like 3 fifth rounders because I know I'll be able to find potential starting LBs and OLs.
    Hopefully this includes more variety of player heads that drafted and created players can use. Creating players has lacked a lot of customization options since after last gen. But CFM sounds a lot more organic and cinematic than just static menus.
    Sent from my LG-AS993 using Tapatalk
    Now here's the question is that the only stuff that was added to franchise mode this year or do they have a few more things to reveal for the franchise blog? If this is all the things they added to franchise this year I would be fine with it.
    From an aesthetic point of view I was hoping they'd move away from the giant "Play Game" or "Advance Week" buttons and add actual franchise information to that main screen. On the other hand maybe the ticker in these menu screens is finally showing franchise news and scores as opposed to real world NFL stuff. I've been calling out for that change for a few years.
    This disappoints me.
    Weekly gameplanning and Focus Training stay the same.

    I summed this stuff every single week in Madden 18. It's become tiresome and dull. Being able to assign practice time associated to player groups - like the OL, WR, QB, etc. - under the influence of assistant coaches whose ratings would influence their effectiveness was something I really wanted to see.
    On the other hand
    You can take five or six snapshots from within games which will then be threaded through the mode's other menus, the news, and loading screen.

    This sounds like the feature NCAA had where pics captured from within a game would appear on the ESPN pages for that game or (in the case of Xbox 360 NCAA) on the ESPN magazine covers. Nice...
    Ben Haumiller featuring prominently in the Madden franchise promotion can only be good, that dude is one of the most underrated at Tiburon and always did fantastic work on the NCAA game.
    innet7
    Or fixing scouting/free agency. I'm tired of Marcus Mariota and Jamies Winston signing $10M - $15M contracts when they'll clearly break the bank.
    I mean in my last franchise Cousins got like 4 years 39.5M.
    My hope is that plenty of custom draft classes even out the talent pool in drafts. Mid to late second rounders have become worthless. I'd rather have like 3 fifth rounders because I know I'll be able to find potential starting LBs and OLs.
    We were supposed to get info on franchise next week so hopefully we'll hear that these issues were addressed. If not, it doesn't look like it will be enough to warrant me buying this year
    This caught my eye.
    1) Chemistry aspect from MUT being added to add more identity/value to each team’s Style.
    - still need to see how much of an impact it has
    2) I will definitely be editing those players that are too close to being good across multiple Archetypes for greater Player Differentially & Created Trade Value component.
    3) Choosing Captains is nice.
    4) Positional ratings being randomized while working through the Archetype System +/- to the OVR.
    T4VERTS
    I’m so exited for this stuff to be out so everyone can start seeing why I have been so excited. Reworked regression and a whole new progression system is huge! The UI of an office setup should excite people clamoring for a new menu layout for a while now. The schemes and archetypes addd more depth and then something as small as captains helps with immersion’s.
    It’s going to be a fun year!

    Is there more information on franchise mode to come? Or is this the bulk of it. Was really hoping to hear some more immersion stuff. Like a weekly wrap up show or some sort of stream lined news section.
    Wow they did a lot more than I thought they would, thats for sure. I'm really excited to see how the draft is. I was really hoping coordinators and position coaches would make it in this year though.
    "Defense: Base 4-3, Multiple 4-3, Base 3-4, Multiple 3-4, Tampa 2, 46"
    It's not 1985 or 2005, wtf is Tampa 2 and 46 doing there but Seattle Press 3 isn't?
    Ben Haumiller is a producer on Franchise mode. Guy, I can't tell you how good this is. This is the man behind NCAA 14. This dude is a fantastic designer AND a huge football fan. Remember custom conferences and how it was a really complicated feature that actually worked the first time out? That had a lot to do with Ben.
    adembroski
    "Defense: Base 4-3, Multiple 4-3, Base 3-4, Multiple 3-4, Tampa 2, 46"
    It's not 1985 or 2005, wtf is Tampa 2 and 46 doing there but Seattle Press 3 isn't?

    They already had the back bones of those in game I think is why, so it made for a shorter road to release. My guess is eventually when coordinators come in to the game we will see a bit of an overhaul on the scheme types.
    A lot of really nice stuff here, hopefully they addressed something with the halftime show and week to week presentation!
    Sent from my iPhone using Tapatalk
    This sounds really good, but I'm a little concerned that they removed the Slow trait. My concern is I don't want to see a bunch of 90+ overall players 10 years down the road. Unless they've made "Normal" progression pretty slow.
    T4VERTS
    They already had the back bones of those in game I think is why, so it made for a shorter road to release. My guess is eventually when coordinators come in to the game we will see a bit of an overhaul on the scheme types.

    Cover 2 I kinda get. It's not totally "gone" from the NFL, it has just evolved. I mean, I'm one of the people who put it in back in 2010, but it was still the core defense for several teams in 2010. But nobody's run 46 as a base since the Buddy Ryan Cardinals. The Ravens use it as a sub package, but that's about it.
    extremeskins04
    This sounds really good, but I'm a little concerned that they removed the Slow trait. My concern is I don't want to see a bunch of 90+ overall players 10 years down the road. Unless they've made "Normal" progression pretty slow.

    You won’t because the way the progression system works now there is less ability to juice guys and they’ll grow more organic. Also they haven’t hit on goals yet which that change will affect it as well.
    extremeskins04
    This sounds really good, but I'm a little concerned that they removed the Slow trait. My concern is I don't want to see a bunch of 90+ overall players 10 years down the road. Unless they've made "Normal" progression pretty slow.

    Slow trait was really rare, it didn't have much of an effect on how many players peaked in the 90s.
    extremeskins04
    This sounds really good, but I'm a little concerned that they removed the Slow trait. My concern is I don't want to see a bunch of 90+ overall players 10 years down the road. Unless they've made "Normal" progression pretty slow.

    I was thinking about that myself. I hope that there is something in the design of the modified progression/regression system that allows for players to truly be busts, especially for the User team.
    So a lot of what I was afraid of is here. There's one archetype per position. So, yanno, screw the Saints and Falcons backfields. Screw the 49ers receiving corps with their route runner split end, speed flanker, and agile slot receiver.
    Simplistic, punishing users for being innovating by locking them into "schemes" that aren't really that at all. I'm not particularly liking any of this.
    jpdavis82
    I like the look of this
    Sent from my iPhone using Tapatalk

    Damn. Looks like they didn't hit on the News immersion. That is unfortunate. I like the office better than staring at a blue or white background all the time, but we desperately needed some "oomph" to the first page in the way of news.
    Lexicon
    Damn. Looks like they didn't hit on the News immersion. That is unfortunate. I like the office better than staring at a blue or white background all the time, but we desperately needed some "oomph" to the first page in the way of news.

    Couldn't agree more. Looks like we have to go digging for stuff about our own season let alone the entire league again.
    It all sounds good, but it’s still EA and it’s still Madden. I still have to see all this working in an actual game, which is the main reason I’m not preordering the game. I’ll rather wait for the first couple of weeks, I need to see how people in the sim community actually feel about the game.
    I still remember being pumped up about the formation subs being back in M17, and then it turns out it doesn’t work and it never actually got fixed.
    Sent from my iPhone using Operation Sports
    RogerDodger
    Couldn't agree more. Looks like we have to go digging for stuff about our own season let alone the entire league again.

    My thoughts too. Was hoping with the new UI it would be different but has similar feel menu wise with a coach aa a background
    Lexicon
    Damn. Looks like they didn't hit on the News immersion. That is unfortunate. I like the office better than staring at a blue or white background all the time, but we desperately needed some "oomph" to the first page in the way of news.
    Read the ticker on the bottom in some of the CFM screens. They are definitely not real NFL news. Still not what I want but it is a change.
    Sent from my XT1650 using Operation Sports mobile app
    scitychamps87
    Read the ticker on the bottom in some of the CFM screens. They are definitely not real NFL news. Still not what I want but it is a change.
    Sent from my XT1650 using Operation Sports mobile app

    No, I know it's there. It's just the opposite direction of what I was hoping for lol. It got smaller and less noticeable. They seem to be moving backward with the news feed.
    Maybe the "League" page has something special on it, but I would like to be hit with news in an exciting way right on that first page.
    Lexicon
    No, I know it's there. It's just the opposite direction of what I was hoping for lol. It got smaller and less noticeable. They seem to be moving backward with the news feed.
    Maybe the "League" page has something special on it, but I would like to be hit with news in an exciting way right on that first page.
    I couldn't agree more. Still have my fingers crossed for some sort of wrap up show. Or at least a league news page similar to FIFA with mini clips built in.
    Sent from my XT1650 using Operation Sports mobile app
    scitychamps87
    I couldn't agree more. Still have my fingers crossed for some sort of wrap up show. Or at least a league news page similar to FIFA with mini clips built in.
    Sent from my XT1650 using Operation Sports mobile app

    I mean, pictures of players with a "Breaking News" graphic over it would be plenty fine for me. I just want to have that "Oh sh**" moment from time to time when I advance a week and the new week pops up. Wrap up show would be great, but that's above and beyond.
    jpdavis82
    It says F news in the bottom corner and Mark Schlereth
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    Uh... What is that?! I'm ready for the Franchise blog!
    Weighted randomization development based on archetype = Christmas for 32-man CFMs who care about realism.
    I honestly did not think we would see that in M19.
    Lexicon
    I'm actually happy and excited about Madden Franchise info.
    This is a strange feeling that I have not had in many moons.
    I think it's just the fact that franchise got some love. There's still a long ways to go. I think most rational people understand that it won't happen in a year. But a little at a time goes a long way. I'd given up on Madden franchise. I'm not back yet but I can say that they have my attention again.
    Sent from my SM-G900V using Operation Sports mobile app
    ijumpedthegun
    Please oh please update scouting, otherwise these new archetypes are going to be seriously robbed of usefulness.

    It said either in this article or another that scouting will show how prospects fit your scheme. Not sure if you had something else in mind though.
    Junior Moe
    I think it's just the fact that franchise got some love. There's still a long ways to go. I think most rational people understand that it won't happen in a year. But a little at a time goes a long way. I'd given up on Madden franchise. I'm not back yet but I can say that they have my attention again.
    Sent from my SM-G900V using Operation Sports mobile app

    I think a large part of it is that I really like the design of what they're giving us. We've gotten features almost every year, but I either never cared for them or I thought they were poorly designed. We don't have the game yet, so they may very well be poorly designed. There have already been some valid concerns posted about things like archetypes.
    However, I just really like what they've done and how they've done it, on paper at least...
    Lexicon
    I think a large part of it is that I really like the design of what they're giving us. We've gotten features almost every year, but I either never cared for them or I thought they were poorly designed. We don't have the game yet, so they may very well be poorly designed. There have already been some valid concerns posted about things like archetypes.
    However, I just really like what they've done and how they've done it, on paper at least...
    That's the thing. Technically, they add stuff every year to CFM. But like you, stuff like sim the moments, and the other features were largely underwhelming. This stuff here, even if it's buggy, shows some love. I can appreciate that. I'm really feeling the head coach vibe of some of these screens.
    Sent from my SM-G900V using Operation Sports mobile app
    TheBleedingRed21
    It said either in this article or another that scouting will show how prospects fit your scheme. Not sure if you had something else in mind though.

    I'm just wanting something other than the "unlock the top 3 attributes" uselessness. I'm just afraid they'll slap "this player is X archetype" on top of what's already there, which still leaves you mostly drafting blind.
    Not overly hyped about the changes, but that could just be because I figure they will be half-baked. Hope that there is some stuff in the blog that gets me a bit more excited.
    extremeskins04
    This sounds really good, but I'm a little concerned that they removed the Slow trait. My concern is I don't want to see a bunch of 90+ overall players 10 years down the road. Unless they've made "Normal" progression pretty slow.

    My guess is, the slow development was taken out in favor of the scheme system. Since players in the proper scheme develop quicker, it likely means that normal dev guys in the wrong scheme may struggle a little to keep up, which may equate to slow development.
    adembroski
    So a lot of what I was afraid of is here. There's one archetype per position. So, yanno, screw the Saints and Falcons backfields. Screw the 49ers receiving corps with their route runner split end, speed flanker, and agile slot receiver.
    Simplistic, punishing users for being innovating by locking them into "schemes" that aren't really that at all. I'm not particularly liking any of this.

    Ugh.. i hadn't thought about that. Perhaps the specialized positions will have their own archetype slot? IE slot receivers different from flankers? We can only hope that's the case at this point, because you are right, that could turn into a problem from a realism standpoint.
    peki
    It all sounds good, but it’s still EA and it’s still Madden. I still have to see all this working in an actual game, which is the main reason I’m not preordering the game. I’ll rather wait for the first couple of weeks, I need to see how people in the sim community actually feel about the game.
    I still remember being pumped up about the formation subs being back in M17, and then it turns out it doesn’t work and it never actually got fixed.
    Sent from my iPhone using Operation Sports

    Couldn't agree more. We've been discussing it in our online league. It all sounds pretty great, but let's see what happens. It could change between now and then, it's happened before. Or, it could be there but not work properly at all.
    Aestis
    Weighted randomization development based on archetype = Christmas for 32-man CFMs who care about realism.
    I honestly did not think we would see that in M19.

    Absolutely. Player development has been such a big issue for online leagues. It's nice to see it being somewhat removed from our control, to a degree. Almost everyone in the league agrees that it will be an improvement.
    I was hoping to read something about contracts, financials, and trade logic. Hopefully, we get a more thorough feature changelist next week. The other element I'm curious about is coaching progression. Would coach progression also become random, or remain identical to last year's title?
    jpdavis82
    I think this may be what you guys were looking for, I could be wrong though.
    Sent from my iPhone using Tapatalk

    I think that has potential to be HUGE for immersion
    scitychamps87
    Read the ticker on the bottom in some of the CFM screens. They are definitely not real NFL news. Still not what I want but it is a change.
    Sent from my XT1650 using Operation Sports mobile app

    I’ve advocated that the ticker should be franchise news rather than real world NFL news for a while, but that would seem to be the social media news stuff being fed through that ticker rather than scores, stats, transactions, etc. The social media news stuff from last year was mostly useless. And it wouldn’t be adequate on the main franchise menu screen to give you detailed info about your yea, and the league as a whole.
    Looks like they finally threw some of us offline franchise guys a couple of bones. If I can find a good preorder deal, I may get this. I haven't bought the game since 16, but that can quickly change depending on the positives and negatives I hear about this year's game.
    Toupal
    I think that has potential to be HUGE for immersion

    Not trying to be sarcastic. But in what ways could screen shots that you choose help immerse you in your franchise.
    To me it would be great if the loading screens were randomized from not only your game but other teams with information about your league.
    For example your the Patriots. One leading screen is a pic of Brady and some stats for the year or a specific game. Next loading screen shows Antonio Brown and his stats, showing he had a monster game the week before. Next one is Aaron Donald who had 3 sacks last game or is leading the league in sacks. And so on
    If it is just hand picked shots by the user how does this tell the story of the league. I already know what my players are doing in the league.
    Like I said, not trying to be sarcastic just trying to see what your thinking.
    My biggest gripe in franchise is it's more like a bunch of play now games that keep track of stats. I just want to know what's going on in the league in an easy and creative way. Like someone said earlier, I would love to see breaking news pop up. Aaron Rodgers tore acl. Out for season. Soenthing like that.
    jmurphy31
    Not trying to be sarcastic. But in what ways could screen shots that you choose help immerse you in your franchise.

    In itself, not a whole lot. But when you pair it with something like the news feed:

    or like you mentioned loading screens:

    it can take things like that to the next level and make them that much more interesting because instead of being a generic screenshot the game generated it's something that was literally from the game.
    DeuceDouglas
    In itself, not a whole lot. But when you pair it with something like the news feed:

    or like you mentioned loading screens:

    it can take things like that to the next level and make them that much more interesting because instead of being a generic screenshot the game generated it's something that was literally from the game.

    I get that it’s better than generic screen shots, but I’m just saying it should be more than your team. Your mock ups would be ideal if you weren’t using the Bills and that load screen showed up...that would be the immersion i would love to see. But if it’s just my team, eh, it’s better but not what I would hope for
    reyes the roof
    I guess I'll be the Debbie Downer of the thread...these are nice changes but they didn't mention anything about fixing CPU roster management which has been one of the biggest problems

    I have to agree with this. though I am very excited about these additions, adding new ways to maximize the potential of your depth chart and put players in position to succeed won't be that great if the CPU still cannot manage a roster correctly. the new additions will end up being a new way for the user to get even more of an advantage over the CPU in franchise mode. I long for the day where you dont need to control all 32 teams to get competitive rosters around the league.
    really stoked for the new draft additions though!
    I'm curious to see how the custom draft classes work. What fun is it if I know who the gems are? Also, how does this work with Online Leagues? So the commissioner just gets to know who the good players are?
    I like what I'm reading, but it seems like very obvious, almost under the hood type of things. A good foundation to move forward on, but nothing that I'm excited about. Hoping for more depth concerning offline, single player franchise relating to GM/Owner mode activities.
    Grey_Osprey
    I'm pleasantly surprised with the news
    Sent from my SM-S727VL using Operation Sports mobile app
    Smh. This phone and I are not on the same page. Lol. I'm pleasantly surprised w/ the info released to this point.
    Like others, I am curious to know if the CPU AI has been vastly improved (in all facets), if scouting has been improved over the dumbed down 3 attribute nonsense, and if contracts have been improved.
    I am a bit disappointed that coaching staffs/carousel didn't make it, but hopefully it's in the works for next year. Looking forward to hearing more info regarding CFM.
    Sent from my SM-S727VL using Operation Sports mobile app
    Really excited by the features esp draft classes but the main thing I need in Franchise I need is manual injuries like many hear I like to implement real life injuries when I start a CFM and not having this option when the 2K and the Show series has it is frustrating because the NFL has a ton more injuries each year.
    Might not be high on everyone’s priority lists but for someone who likes to re-create seasons from the past and present it would be a awesome feature to have.
    reyes the roof
    I guess I'll be the Debbie Downer of the thread...these are nice changes but they didn't mention anything about fixing CPU roster management which has been one of the biggest problems

    That actually addresses almost all cpu roster issues..
    Sent from my iPhone using Operation Sports
    raypace1
    That actually addresses almost all cpu roster issues..
    Sent from my iPhone using Operation Sports
    I didn't read anything that would lead me to believe they were addressed. The problem is the computer sees no value in depth so they're always cutting guys they shouldn't and they don't know how to use the whole roster. The 2nd TE, slot WR, and nickel back are the only non starters that see the field besides special teams
    DeuceDouglas
    In itself, not a whole lot. But when you pair it with something like the news feed:

    or like you mentioned loading screens:

    it can take things like that to the next level and make them that much more interesting because instead of being a generic screenshot the game generated it's something that was literally from the game.

    Thank you, Deuce.
    This is what I am getting at here. The ability to plug and play our own screenshots into the story line is huge.
    I really like the news and heavily leaning towards buying Madden this year with it seeming like it is heading into right direction.
    Like the scheme and having to get the right player. That with newer ratings and the custom draft, will it make it more important to do in-depth scouting.
    One question, I have is this quote: "You can create your own hidden draft gems and stash them in the lower rounds. “If you can imagine it, you can draft it,” says producer Ben Haumiller." I don't understand how you would stash them in lower rounds, unless you can control how AI ranks players
    I love what I just heard Clint say in an interview with MBL:
    "...you're making decisions now around what TYPE of player you want to build or what type of player you need rather than getting into the minutia of each individual rating and which things are more important to you, it streamlines the experience and gets you focused more on building an entire team, rather than each individual player."
    Music to my ears. I'm on board with M19.
    I'm not all that impressed with the additions myself.
    As mentioned earlier, having a single archetype for each position is not at all realistic and actually a step back from the current WR1, WR2 player types. I want one guy to be a possession or route runner and I want another guy to be a deep threat, this system doesn't support that. You will get penalized if you want to go out and get a deep threat or speed WR to compliment your west coast offense.
    If the goal is to make me feel like a NFL coach, this fails. Want me to feel like a coach?
    1. Allow me to create my own scheme, not choose 1 out of 6 vanilla schemes
    2. Give me a damn coaching staff and have them matter. E.g. hiring a 3-4 guy as DC but running a 4-3 should be less than ideal.
    Give me a mechanic that actually replicates NFL systems. Cowboys are listed as Vertical Zone run. So their scheme will be identical to any other team listed as having the same. That is simply not the case in real life. It doesn't matter where Dez Bryant ultimately signs, there will be a learning and acclimation period, yet this is completely not represented in Madden.
    I can draft a rookie that fits my scheme and right off the bat he is as good a fit as my 5 year vet? No, once again EA you are doing it wrong.
    I want full coaching staffs, and I want players to have to learn each coach's system.
    I like that the traditional player traits can't be purchased anymore. Also with regression now being based on weighted randomization it's not going to be a no-brainer decision to just dump 29 year-old backs, receivers and DBs. It would suck for some if it happened to them, but it would also be nice if a star RB occasionally just fell off a cliff at 26.
    Not buying this year (sticking to my previous word, and the OOTP baseball sim company is teaming up with Front Office Football to create a brand new football sim, so that'll be my route this year), but i really like the news. A big step in the right direction, and can be a stepping stone for other great additions in the future.
    Also, one thing about archetypes in the future, is maybe specifying 2 strengths and weaknesses in the players skillset along with their archetype.
    For those who remember Carlos' quote about Franchise mode, some reactions here is what he meant. I think EA really surprised people with what they did with Franchise this year. You have some posts saying this gives them hope Franchise won't just die and go away. Yes, are there things we should have in a Franchise Mode in 2018? Yes.
    Yet we have people saying hey why don't we have this, or they should have done this, etc. This is what Carlos meant, it wasn't meant to be disrespectful, but more so no matter what they add to franchise someone won't be happy.
    jmurphy31
    Not trying to be sarcastic. But in what ways could screen shots that you choose help immerse you in your franchise.
    To me it would be great if the loading screens were randomized from not only your game but other teams with information about your league.
    For example your the Patriots. One leading screen is a pic of Brady and some stats for the year or a specific game. Next loading screen shows Antonio Brown and his stats, showing he had a monster game the week before. Next one is Aaron Donald who had 3 sacks last game or is leading the league in sacks. And so on
    If it is just hand picked shots by the user how does this tell the story of the league. I already know what my players are doing in the league.
    Like I said, not trying to be sarcastic just trying to see what your thinking.
    My biggest gripe in franchise is it's more like a bunch of play now games that keep track of stats. I just want to know what's going on in the league in an easy and creative way. Like someone said earlier, I would love to see breaking news pop up. Aaron Rodgers tore acl. Out for season. Soenthing like that.

    You make a great point about franchise loading screens being a perfect opportunity to shed additional light on what is going on around the league and your own team. Show a pic of who performed well last week, who scored most TD’s, who made most INT’s...
    Instead those loading screens are mostly another ad spot for pimping MUT.
    Some people are impressed way too easily.
    They add things that shouldve been in the game years ago....or added things BACK INTO the game that they took out, and some act like they are impressive additions.
    Sorry, but even with the additions, Madden 19 franchise mode still isnt NOTABLY better than CFM when it was first introduced in Madden 13. Coaches still dont matter, scouting is still going to be a joke, and it just looks like more of the same.
    Thats all I have to say on the matter. Im sick of saying the same thing every year. Have to accept EA doesnt really care about anything but MUT.
    Until Madden makes ratings partially masked then it will never come close to approaching a realistic sim/franchise mode.
    Most respectable sports management sims understand this. No real life General Manager knows exactly (to a percentage point) the exact skill ratings of the 2000 or so players and free agents across the league. In fact each GM and scouting staff will evaluate differently to the other 31 teams anyway.
    Look at how Football Manager and Front Office Football do things. Both games have scouting staff with their own ratings - these ratings affect how accurate their assessment of the players is.
    Adds uncertainty and immersion as a result.
    DaGreatOne21
    Some people are impressed way too easily.
    They add things that shouldve been in the game years ago....or added things BACK INTO the game that they took out, and some act like they are impressive additions.
    Sorry, but even with the additions, Madden 19 franchise mode still isnt NOTABLY better than CFM when it was first introduced in Madden 13. Coaches still dont matter, scouting is still going to be a joke, and it just looks like more of the same.
    Thats all I have to say on the matter. Im sick of saying the same thing every year. Have to accept EA doesnt really care about anything but MUT.

    Eh, an opinion is an opinion is an opinion. Doesn't matter if people are easily impressed or easily frustrated with a game of their choosing or not for me.
    All that matters to me is that my hot takes are on point./sarcasm/not really important/
    Lot of exciting stuff going on here but I hope they take care of the little things too.
    Being able to see what teams a player played for
    History of the NFL/CFM
    Improved FA logic
    Adding RFA
    Upcoming free agents/cap projections
    Power rankings
    Also, please for the sake of control just give us NBA 2K like sliders and control. It’s not MUT, it’s literally a solo adventure that we want to experience in our own way. Just allow us to edit every friggin thing about it. Makes a huge difference.
    ?

    Madden 19 introduces new ratings for some positions – QB (Throw Under Pressure, Break Sack, and Break Tackle), WR (Short, Medium & Deep
    Route Running), and OL (Run Block Power/Finesse, Pass Block
    Power/Finesse, and Lead Block)
    oh I love this. I hope there are more for the defense, etc. I cant wait to edit the rosters with this
    UFCMPunk
    For those who remember Carlos' quote about Franchise mode, some reactions here is what he meant. I think EA really surprised people with what they did with Franchise this year. You have some posts saying this gives them hope Franchise won't just die and go away. Yes, are there things we should have in a Franchise Mode in 2018? Yes.
    Yet we have people saying hey why don't we have this, or they should have done this, etc. This is what Carlos meant, it wasn't meant to be disrespectful, but more so no matter what they add to franchise someone won't be happy.

    Yep, I tried to convey this POV when the comment came out a few weeks ago and still stand by it.
    I like what they are adding, but it doesn't make up for what is lacking in my eyes. There are only 2 sports games out right now that truly have a franchise mode to talk about. Out of the Park and NBA 2k. Madden, NHL, and The Show are just too barren compared to those games and provide little to no immersion and life to their modes.
    What Madden absolutely has to add to their game is what both of the aforementioned games already have. Wear and Tear systems and injury histories that mean something. In both games you cannot play your stars all of the time and expect them to hold up unless they are the 1% of durable players.
    In NBA 2k18 I am 4 games into my season. Game 3 I had a blowout win on the road. In Madden if I am in a blowout the only risk I have to playing a starter is a randomly generated injury. In NBA 2k18 I have multiple things that I have to pay attention to. First, players have wear and tear on each body part that is dynamic, carries forward day to day, game to game, and year to year. I sat Blake Griffin in my blowout win because he had so many minutes in the first two games of the year his left hip and his back were both already starting to get a little beat up and his body wasn't fresh anymore, but only rested. He sat most of the 4th quarter, only played 25 minutes in the game and that combined with having an off day afterwards meant he was locked and ready to go for my next game. However, I didn't sit any other starters as soon and now after playing 4 games I have some guys that need a bit of a breather or else I risk a higher chance of injury and their bodies getting a little worn down early into the season.
    Football is the ultimate sport of attrition, yet Madden lacks the systems in place to show that off. In OOTP and NBA 2k18 injuries matter. In Madden they don't. A guy tears a muscle in Madden, he's out X amount of weeks then returns as the same exact player. In NBA 2k and OOTP if a player has a serious injury they don't always return as the same player and they possibly have a higher risk of injuring that same part of their body again depending on your training staff and the player's own hard work(dictated by ratings and personality traits each player has). I've had players in OOTP that could have truly made runs at being Hall of Famers that got their careers derailed by injuries. I've had guys with a hardworking personality trait bounce back from injuries, become even better players, and go from a utility player to an everyday starter that is the driving force behind the team.
    Imagine having an all-star WR in Madden. He is known as a leader in the clubhouse(personality trait), a hardworker, and just a guy that fits your system perfectly. He gets hurt, season is over 4 games into the year. It's also his contract year. You have a great staff, but all signs point towards him not being the same player after recovery. The off-season hits, he's getting healthy again, but he clearly is not the same guy, he won't be your number 1 WR anymore, but he can still be a guy that you can lean on due to his knowledge of your system and his traits.
    Do you value his leadership, a trait that makes your younger guys progress better mentally and physically while he is on the team and a trait that keeps clubhouse toxicity down, enough to keep paying him maybe more than he deserves post-injury? Or do you let him go and go after another WR who hit free agency and is viewed as a top 5 WR in the league, but he isn't a leader, has a trait that he isn't the hardest worker, and can be a headcase at times? Each GM in the real world would view this differently. Each player would go about this differently.
    I would personally value clubhouse stability and leadership more and keep the WR on my team, but other players may be all about getting the best talent and then creating a coaching staff that can keep the team together better than my staff could. Both users could win a super bowl going about it differently. Both users have different risks/rewards they are going after. My risk is being a worse team, but having a stable locker room and having young guys that are benefiting from the training. The risk is I may actually be a tad worse on the field, but to also counter that the leadership the WR provides may mean my current corp of young WRs may grow into the best unit in the league in 3 years and I could look back at this one transaction to see it paid off in the long run and I may get multiple super bowls.
    The other use may win it all year one, but there may be so much toxicity and division in his locker room that his team blows up and 5 years from now he's made the playoffs only once since that super bowl win. These small decisions that add up and create stories are what make sports great and are what add depth to games that lead to users playing them over and over.
    I spent over an hour one time in Out of the Park just looking at potential managers for my lower minor league teams because I wanted a guy that fit my system perfectly and developed the young guys in a way I wanted. I could have gone with higher reputation guys that would for sure develop players, but maybe not in the way I wanted, but I didn't. I searched for a manager that valued fundamentals and clubhouse stability first and growing other talents second. I wanted to build a team from the inside that didn't make errors and that didn't have off the field distractions. Why? Because my current staff at the big leagues could then grow the players even more physically and I'd have a well-rounded team.
    I had a million different ways to build my farm, my organization. Again, other users will build differently. My buddy builds his system around hitting and more hitting. His minor league managers are known for making better hitters, his major league staff makes better hitters. Clubhouse distractions? He doesn't factor that into his staff decisions. To him, if a guy becomes a distraction for the team then they become a trade piece. Simple as that. Where I do all I can to limit any distractions from happening, he doesn't care as much and deals those players away if he has to.
    Players, coaches, owners. They all are real people. They all deserve traits, goals, etc. In both OOTP and NBA 2k owners can come and go through selling the teams, dying, etc. You may have a great life as the GM of Team X, you've been given free reign to sign who you want and you've built a team that has made the playoffs 4 straight years and now through experience and a few small key additions you've become a favorite to win the NFC for the next couple of years and finally get that Lombardi trophy. One small problem, your owner that gave you all of that free reign sees the value of the franchise has grown tremendously with your success and is now wanting to sell the team. He's a businessman first, fan second. It's not the end of the world for you, but there are potential problems. Will he sell to a new owner who sees your success and says do you, I'm not interrupting anything here. Or will he sell to a new owner who has a son he makes you hire as CFO who then goes behind your back and trades away a clubhouse leader along with a 2nd round draft pick all to bring in a young stud who is a headcase? Will he be an owner who makes himself GM basically and you the assistant? Your team may be what you always envisioned, but the front office may become so hard to deal with you get hired away for another organization that allows the free reign you enjoyed before, but now you are back to building another team up and still lack a ring 10 years into your career. Or, the first scenario may have played out, the new owner is like the older owner, lets you keep free reign over all GM actions and you go on to win 2 of the next 4 super bowls and life is good.
    Players. What we build every team out of. The Jimmies and Joes. They are as human as you and I. They deserve to be represented that way in Madden finally. They have goals, they have values, they are people. OOTP and NBA 2k realize that. Some players are all about money. Some are all about rings. Some value both equally as well as good places to live with their families. Some players want rings and a beach. Some players value the coaching staff. Some players value the locker room environment more than anything. We need this represented in these games.
    Andre Drummond in my MyGM was leaning towards free agency my first year. He wanted a championship, but he did like Detroit and the staff I had. We became a winner, he wanted to stay with after that. He was easy to please. Other players are not as simple. I've had players in OOTP/NBA that despite how great things were they found something to be upset over. They were upset they weren't the primary face of the franchise, but were the number 2. They were upset they weren't the 1st guy off of the bench, but were the 2nd guy and only had 2 less minutes per game than the 6th man. These are real things that cause instability in real life.
    Let's face it, winners and losers both face turnover year to year. Building a championship level team and keeping it together year after year is tougher than just building a contender it seems more often than not. In Madden that isn't the case. You become a winner, you get to pick who you want in free agency basically and once you win your first super bowl, Madden becomes boring as the next ones are 10x easier to get. We see it too often in sports where a team wins a title, then loses key pieces the very next off season for various reasons. More money, the locker room was terrible, the coaching staff was unbearable, etc.
    Madden needs to represent that part of managing a team in the game if they want users to keep playing after they become a winner. If not, it becomes boring for most players. They'll create a new franchise, become a winner, rinse and repeat. After using 2 or 3 teams they get bored of the game and shelf it. What keeps people coming back to OOTP and even NBA 2k? The fact that I actually have to grind to get that title and as soon as I do, my team has as much turnover as anyone else, in a realistic manner, and I all of a sudden have to work just as hard as I did to become a winner just to stay a winner. It makes the game fun. You don't know what to expect next. You are constantly playing chess with the players and coaches. It makes the championship years special. It makes the teams that have little issues off of the field special. It makes the years you win a title with a terrible locker room environment feel unique, exhausting, but rewarding.
    Sports are nothing but stories being bound together. The stories of wear and tear on bodies. The stories of injuries derailing careers, players battling back and becoming better. The stories of a few small time transactions to get leaders in the locker room that pays off down the road and leads to a dynasty. The stories of risks with headcases that derail what teams took years to build. The stories of coaches/staffs that are truly glues that hold everything together and create magical runs. The stories of what rumors can do for trust between GMs, between a GM and an owner, between a GM and a coach, between players, etc. The stories of team chemistry and morale being so great that a down stretch doesn't derail what is being built. Or the stories of a fragile locker that does allow bad luck to destroy everything that was built. The stories of coaches being hired to round off a staff and that hire truly being key to taking a team to the next level.
    The stories of journeymen in the league who build up so much knowledge they become more valuable in their own right because they never could stay on one team, but they've seen so many systems and philosophies they now benefit the young guns under them. The stories of players who appear to be busts, but then they get the right teaching and their true potential is reached after everyone outside the organization wrote them off.
    Sports are made special because of the stories they tell. Other games are realizing this. It is time Madden does as well.
    I definitely wouldn't call it a progression overhaul, more like a bandaid. A step in the right direction but ultimately, time wasted to me. Scrap XP or give me an option to turn it off.
    Or split it into a "seasons" mode that is less in depth and has XP (for the comp crowd) and a "Franchise" mode that is very deep and has a better system (for the sim crowd). If I am misreading the wants of these crowds then I will sulk in the corner over my fantasy franchise lol but I just think XP/dev traits are terrible and invasive during gameplay.
    DeuceDouglas
    In itself, not a whole lot. But when you pair it with something like the news feed:

    or like you mentioned loading screens:

    it can take things like that to the next level and make them that much more interesting because instead of being a generic screenshot the game generated it's something that was literally from the game.

    They should just put some manpower into your blueprints and make it happen lol no thinking needed on their part, your presentation builds are perfect.
    canes21
    I like what they are adding, but it doesn't make up for what is lacking in my eyes. There are only 2 sports games out right now that truly have a franchise mode to talk about. Out of the Park and NBA 2k. Madden, NHL, and The Show are just too barren compared to those games and provide little to no immersion and life to their modes.

    I love this post. Although it's worth giving The Show some credit - fatigue from day to day plays a part, not in terms of injuries but in terms of managing your roster. Likewise the two levels of Minor Leagues mean that calling players up and down, playing games for the minor league terms and assessing performance also matters. But your points are generally very well made. Madden is a million miles away.
    Question is, will CPU controlled teams change their schemes and sign/draft players to fit their scheme? Also, if a coach changes teams will his scheme be implemented to his new team?
    I'm actually pretty excited about some of these things. I've been begging for the schemes to come back and even a little nudge to draft day means alot to me. I wonder how the snapshot feature will be implemented. Could add alot of immersion.
    illwill10
    I really like the news and heavily leaning towards buying Madden this year with it seeming like it is heading into right direction.
    Like the scheme and having to get the right player. That with newer ratings and the custom draft, will it make it more important to do in-depth scouting.
    One question, I have is this quote: "You can create your own hidden draft gems and stash them in the lower rounds. “If you can imagine it, you can draft it,” says producer Ben Haumiller." I don't understand how you would stash them in lower rounds, unless you can control how AI ranks players

    My guess is you can put a round range per prospect (such as Round 3-5) and it will randomly place a value on that player. It's not the best guess, but that's all I can think of right now.
    That or it'll place a grade on the player based off ratings, but kind of like NCAA 14, it doesn't determine draft stock 100%. It will sometimes throw a 5-star caliber on a 3-4 star caliber rating, but for Madden in this instance, it'll throw a lower grade on a higher rated player.
    I wonder how changing schemes will be implemented. Can a coach just change the scheme at will? In reality, a coach got to their position likely because they were excellent at a particular scheme and changing, while doable, would likely set them back in the knowledge department.
    I feel like there needs to be a cost to change schemes. Either it uses up a number of coach XP points which you can rationalize as time coach spent learni g a new scheme is time not able to improve in other areas.
    Or it could be a trait that you have to earn. Once you achieve a certain level, you can change schemes but less skilled or experienced coaches are not yet able to pull it off.
    Sent from my SM-G960U using Tapatalk
    jsteele14
    I wonder how changing schemes will be implemented. Can a coach just change the scheme at will? In reality, a coach got to their position likely because they were excellent at a particular scheme and changing, while doable, would likely set them back in the knowledge department.
    I feel like there needs to be a cost to change schemes. Either it uses up a number of coach XP points which you can rationalize as time coach spent learni g a new scheme is time not able to improve in other areas.
    Or it could be a trait that you have to earn. Once you achieve a certain level, you can change schemes but less skilled or experienced coaches are not yet able to pull it off.
    Sent from my SM-G960U using Tapatalk

    Good ideas, and I'm curious to see how this plays out during coaching changes. Hopefully when teams change HCs, we will see a bit of a transitional period as the roster turns over.
    jsteele14
    I wonder how changing schemes will be implemented. Can a coach just change the scheme at will? In reality, a coach got to their position likely because they were excellent at a particular scheme and changing, while doable, would likely set them back in the knowledge department.
    I feel like there needs to be a cost to change schemes. Either it uses up a number of coach XP points which you can rationalize as time coach spent learni g a new scheme is time not able to improve in other areas.
    Or it could be a trait that you have to earn. Once you achieve a certain level, you can change schemes but less skilled or experienced coaches are not yet able to pull it off.
    Sent from my SM-G960U using Tapatalk
    And your playbook should have to match your scheme or there should be some sort of penalty, otherwise you can just pick the scheme that fits the most of your players and pick a playbook that is for a completely different scheme
    I tried looking through every piece of info thats come out. Has anybody seen anything about picking preseason opponents or at least not playing division rivals and the same teams every year?
    No there hasn't been any word on if you can pick your preseason opponents. Hopefully the Franchise blog comes out tomorrow so we will finally know everything that they did to the mode.
    jsteele14
    I wonder how changing schemes will be implemented. Can a coach just change the scheme at will? In reality, a coach got to their position likely because they were excellent at a particular scheme and changing, while doable, would likely set them back in the knowledge department.
    I feel like there needs to be a cost to change schemes. Either it uses up a number of coach XP points which you can rationalize as time coach spent learni g a new scheme is time not able to improve in other areas.
    Or it could be a trait that you have to earn. Once you achieve a certain level, you can change schemes but less skilled or experienced coaches are not yet able to pull it off.
    Sent from my SM-G960U using Tapatalk

    Although I like your idea, I'm pretty sure that there isn't going to be any cost for changing schemes for the coach other than the OVR of some of your players temporarily going down and your scheme fit percentage going down as well. Your players won't get bonus XP to speed up their progression if they don't fit your scheme though, so there is that as well.
    The article talks about changing your scheme and getting different players to build around a QB that unexpectedly fell to you in the draft, so it seems like they designed it to allow the User to change schemes at will with the only consequences being the ones list above.
    I hope we can edit the CPU coaches' preferences outside of CFM, or edit them inside CFM and have them stick, which is not possible this year.
    If you looked at them closely this year, you'll see that a hack job was done on those in the same way that a hack job was done on game plans: tons of teams had the same positional templates, and not because they all ran the same scheme. It rather looked like somebody just cut and pasted a basic setup to many or most teams without regard to the actual positional preferences of existing D coordinators.
    This meant that most 43 teams had the SEA template for positional archetypes, even if they didn't run that scheme, which not everyone does.
    Love the custom draft classes, but if the big thing this year is new presentation I'm going to be pretty upset. It's nice and all, but it's far from a huge upgrade. Obviously have to wait for the blog, but really hoping for better scouting/draft process (not the presentation - the actual draft itself).
    roadman
    Eh, an opinion is an opinion is an opinion. Doesn't matter if people are easily impressed or easily frustrated with a game of their choosing or not for me.
    All that matters to me is that my hot takes are on point./sarcasm/not really important/

    99.9% of the time, I agree with this logic.
    Madden is the exception. Why? Because for the last 12 years Ive watched this play out time and time again.....Madden puts out info that excites people ON PAPER, then the game is released and its not nearly as impressive as they let on....and the cycle continues year after year.
    And the only reason I care is because, as we all know, this is only football game out there, and when people fork out $60 every year for a marginally improved game, it allows EA to continue to get away with doing business how they do it.
    Now, if it were say....some random first person shooter game, I wouldnt care either way, I just wouldnt buy it or put a second thought into it. But when its the only NFL game, and football is the only sport I really have any desire to play in videogame form? THAT's why I care in the case of Madden. :y220b:
    DaGreatOne21
    99.9% of the time, I agree with this logic.
    Madden is the exception. Why? Because for the last 12 years Ive watched this play out time and time again.....Madden puts out info that excites people ON PAPER, then the game is released and its not nearly as impressive as they let on....and the cycle continues year after year.
    And the only reason I care is because, as we all know, this is only football game out there, and when people fork out $60 every year for a marginally improved game, it allows EA to continue to get away with doing business how they do it.
    Now, if it were say....some random first person shooter game, I wouldnt care either way, I just wouldnt buy it or put a second thought into it. But when its the only NFL game, and football is the only sport I really have any desire to play in videogame form? THAT's why I care in the case of Madden. :y220b:

    So, is it possible year 13 will change for you if the results on paper = results in the game?
    Edit- Thank you for your honest answer, it's appreciated. I don't care how people spend their nickel or in this case, 60 bucks, that's a private matter altogether.
    I've just noticed a lot more hard core NFL video football gamers around the net this year are stating they are purchasing Madden for the first time in X amount of time.
    Here is a small feature I'd love to see: the option at the front end of your franchise to make every league game playable by the user without necessarily having to choose 32 team control. Here is what I mean.
    I'd love to control only one team but have the option to go into the weekly schedule and play any other game I want. For example, if I wanted to play every Sunday night matchup or even just each year's super bowl aside from my own games that would keep things fresh and immersivs.
    Sent from my XT1650 using Operation Sports mobile app
    scitychamps87
    Here is a small feature I'd love to see: the option at the front end of your franchise to make every league game playable by the user without necessarily having to choose 32 team control. Here is what I mean.
    I'd love to control only one team but have the option to go into the weekly schedule and play any other game I want. For example, if I wanted to play every Sunday night matchup or even just each year's super bowl aside from my own games that would keep things fresh and immersivs.
    Sent from my XT1650 using Operation Sports mobile app

    Yes the return of season mode would be amazing
    Patrickh7255
    Hey does anyone know if we are able to customize our relocation teams this year?

    I don't know the answer to this but I would imagine this type of customization would be more likely on the PC version - thanks to modding ability - than on consoles. Again, no information on it, just what I would assume.
    scitychamps87
    Here is a small feature I'd love to see: the option at the front end of your franchise to make every league game playable by the user without necessarily having to choose 32 team control. Here is what I mean.
    I'd love to control only one team but have the option to go into the weekly schedule and play any other game I want. For example, if I wanted to play every Sunday night matchup or even just each year's super bowl aside from my own games that would keep things fresh and immersivs.
    Sent from my XT1650 using Operation Sports mobile app

    Being an avid fan of CPU vs CPU spectator in my Franchise - I really hope they bring this back into the mix. As the Seasons develop and the Franchise moves on, I always used to watch matchups I thought were interesting, or wanted to witness firsthand just how good some of the Rookies of a particular Draft Class really were.
    Those were some fun times in Madden 12 for me.
    scitychamps87
    Here is a small feature I'd love to see: the option at the front end of your franchise to make every league game playable by the user without necessarily having to choose 32 team control. Here is what I mean.
    I'd love to control only one team but have the option to go into the weekly schedule and play any other game I want. For example, if I wanted to play every Sunday night matchup or even just each year's super bowl aside from my own games that would keep things fresh and immersivs.
    Sent from my XT1650 using Operation Sports mobile app

    I have been wanting this exact thing along with the ability to set the schedule for the upcoming season. I hate it when I look at the schedule and have 3 road games, then a bye week, and 2 more road games! This season I started my schedule with 4 home games.
    Sent from my iPhone using Tapatalk
    JasonZimmerman
    I have been wanting this exact thing along with the ability to set the schedule for the upcoming season. I hate it when I look at the schedule and have 3 road games, then a bye week, and 2 more road games! This season I started my schedule with 4 home games.
    Sent from my iPhone using Tapatalk
    That desperately needs improvement. They should just do what NCAA does and allow you to customize the schedule slightly.
    Sent from my XT1650 using Operation Sports mobile app
    scitychamps87
    That desperately needs improvement. They should just do what NCAA does and allow you to customize the schedule slightly.
    Sent from my XT1650 using Operation Sports mobile app
    I would like for them to bring it back for pre-season games too, it gets boring playing the same 4 teams forever in your franchise
    Sent from my SM-J727P using Tapatalk
    brent3419
    I would like for them to bring it back for pre-season games too, it gets boring playing the same 4 teams forever in your franchise
    Sent from my SM-J727P using Tapatalk
    Unfortunately I have just started skipping the preseason. I can't handle that kind of boredom anymore.
    Sent from my XT1650 using Operation Sports mobile app
    I hope they fixed AI roster management (resigning, FA signing, and trades) and draft day logic (picks, trades, etc). The current system makes the game borderline unplayable. Unfortunately not all of us can play in a 30-player+ CFM and must rely on AI to manage the rest of the league :/
    I honestly don't care much for presentation at this point. I want substance.
    I'm gonna take a shot at unpacking the progression system.
    It seems like XP is going to have thresholds that you're looking to reach, and when you hit them the game is simply going to increase the player's overall rating 1 point within the scheme/archetype you have.
    So the individual ratings will be increased enough to raise the OVR 1 point. Pretty much how Madden 12s/NCAA 14s progression worked, by reverse engineering the OVR formula on the fly.
    I'm not thrilled with it, but I can see how it'll be a huge improvement over the previous system. Much easier to balance in the background. Hopefully, we'll still have control over XP awards.
    Unless something's going on under the hood to mitigate it, the two huge weaknesses of the XP system (the good just keep getting better while the poor languish and never improve and not enough stats for offensive linemen to progress them as individuals rather than creating 5 or 6 super-lines across the league and the rest stuck with scrubs) are going to remain.
    adembroski
    I'm gonna take a shot at unpacking the progression system.
    It seems like XP is going to have thresholds that you're looking to reach, and when you hit them the game is simply going to increase the player's overall rating 1 point within the scheme/archetype you have.
    So the individual ratings will be increased enough to raise the OVR 1 point. Pretty much how Madden 12s/NCAA 14s progression worked, by reverse engineering the OVR formula on the fly.
    I'm not thrilled with it, but I can see how it'll be a huge improvement over the previous system. Much easier to balance in the background. Hopefully, we'll still have control over XP awards.
    Unless something's going on under the hood to mitigate it, the two huge weaknesses of the XP system (the good just keep getting better while the poor languish and never improve and not enough stats for offensive linemen to progress them as individuals rather than creating 5 or 6 super-lines across the league and the rest stuck with scrubs) are going to remain.

    Yeah I'm afraid it will continue the trend of if you have a good rushing attack you'll get seven o-linemen in the pro bowl and they'll all get XP bonuses for that
    reyes the roof
    Yeah I'm afraid it will continue the trend of if you have a good rushing attack you'll get seven o-linemen in the pro bowl and they'll all get XP bonuses for that

    XP/Skill Points, based on game/season/drill goals, is the absolute death for realistic progression. It also makes balancing progression so much more difficult than a potential system based on realistic variables.
    reyes the roof
    Yeah I'm afraid it will continue the trend of if you have a good rushing attack you'll get seven o-linemen in the pro bowl and they'll all get XP bonuses for that

    Nope, this was in fact fixed this year. A couple things in goals were also addressed well, which is why I keep telling people this is deeper than they think. They really did a rework on the whole system from a top down look.
    adembroski
    I'm gonna take a shot at unpacking the progression system.
    It seems like XP is going to have thresholds that you're looking to reach, and when you hit them the game is simply going to increase the player's overall rating 1 point within the scheme/archetype you have.
    So the individual ratings will be increased enough to raise the OVR 1 point. Pretty much how Madden 12s/NCAA 14s progression worked, by reverse engineering the OVR formula on the fly.
    I'm not thrilled with it, but I can see how it'll be a huge improvement over the previous system. Much easier to balance in the background. Hopefully, we'll still have control over XP awards.
    Unless something's going on under the hood to mitigate it, the two huge weaknesses of the XP system (the good just keep getting better while the poor languish and never improve and not enough stats for offensive linemen to progress them as individuals rather than creating 5 or 6 super-lines across the league and the rest stuck with scrubs) are going to remain.

    As I understand it you get to choose which of the 4 position archetypes to spend your skill point on , and the game adds randomly to that archetypes pertinent attributes to raise your overall 1pt
    Presumably the 1pt overall rise in one archetype calculated overall may also increase you in other archetypes if the attributes overlap, which I'm guessing they must
    Regardless you can choose any of the archetypes to improve, not just the one preferred by your team scheme , could have read that wrong though
    T4VERTS
    Nope, this was in fact fixed this year. A couple things in goals were also addressed well, which is why I keep telling people this is deeper than they think. They really did a rework on the whole system from a top down look.

    That does more to get me excited about the game than any of the info that has been released so far
    T4VERTS
    Nope, this was in fact fixed this year. A couple things in goals were also addressed well, which is why I keep telling people this is deeper than they think. They really did a rework on the whole system from a top down look.

    Thank you, T, that's reassuring.
    T4VERTS
    Nope, this was in fact fixed this year. A couple things in goals were also addressed well, which is why I keep telling people this is deeper than they think. They really did a rework on the whole system from a top down look.

    Getting this fixed is so great, because it's the kind of Legacy issue that typically in Madden might get ignored for 6-7 years.
    I want to point something out that's flying under the radar here.
    3D UI probably took 3/4ths of the franchise total resources. That is a massive undertaking and just to get in the office/locker room background and the draft stage is really impressive in one cycle. It's something that's not really gonna pay off this season, but when you consider all the feature work that got done IN ADDITION to this, the franchise investment was a LOT bigger than it looks like.
    adembroski
    I want to point something out that's flying under the radar here.
    3D UI probably took 3/4ths of the franchise total resources. That is a massive undertaking and just to get in the office/locker room background and the draft stage is really impressive in one cycle. It's something that's not really gonna pay off this season, but when you consider all the feature work that got done IN ADDITION to this, the franchise investment was a LOT bigger than it looks like.
    Those additions alone were pretty cool. Throw on top of that schemes, archetypes, and goals getting fixed, I'm pretty excited.
    Sent from my XT1650 using Operation Sports mobile app
    adembroski
    I want to point something out that's flying under the radar here.
    3D UI probably took 3/4ths of the franchise total resources. That is a massive undertaking and just to get in the office/locker room background and the draft stage is really impressive in one cycle. It's something that's not really gonna pay off this season, but when you consider all the feature work that got done IN ADDITION to this, the franchise investment was a LOT bigger than it looks like.

    I see a lot of potential with this, especially from a presentation standpoint.
    I really hope they plan to build on this feature in future Maddens.
    adembroski
    I want to point something out that's flying under the radar here.
    3D UI probably took 3/4ths of the franchise total resources. That is a massive undertaking and just to get in the office/locker room background and the draft stage is really impressive in one cycle. It's something that's not really gonna pay off this season, but when you consider all the feature work that got done IN ADDITION to this, the franchise investment was a LOT bigger than it looks like.
    Not sure that i am following this. Do you have a video or picture?
    Sent from my SM-G960U using Tapatalk
    bad_philanthropy
    We all had a pretty good idea we'd finally get custom draft classes, but it really is going to be a ton of fun. Among other things, it's going to be great to create some interesting physical outliers who are projects. I feel that type of prospect isn't well represented in randomized classes.

    What's a real-life example(s)?
    solmon
    What's a real-life example(s)?

    with the EA generated draft classes each position group had a maximum that each rookie could have for every rating. I think for QB speed it was 90 or so. This made it impossible to ever have a Michael Vick type player (95+ Speed agility acceleration QB) in the draft, for example.
    Loving the progression change. I was so frustrated with the cheesing in the current system. I don't mind losing to someone beating me out in a chess match, but when there was little purpose to having guys fit my scheme, and the guy in our Chise cheesing progression ending up with an all all-star team has been driving me nuts.
    This system seems to reward actual long term thinking and playing a realistic game. I also like the fact that it takes the guesswork out of the system a bit, despite it taking some of the choices out of players hands.
    I'm still not impressed. Might be waiting another year for Madden.
    Draft Classes will be nice, but otherwise comparing to NBA 2K, I feel this is so plain.
    I was hoping for more of a Rebuilt Franchise mode with customization, as well as news of my players and league.
    Madwolf
    Loving the progression change. I was so frustrated with the cheesing in the current system. I don't mind losing to someone beating me out in a chess match, but when there was little purpose to having guys fit my scheme, and the guy in our Chise cheesing progression ending up with an all all-star team has been driving me nuts.
    This system seems to reward actual long term thinking and playing a realistic game. I also like the fact that it takes the guesswork out of the system a bit, despite it taking some of the choices out of players hands.

    You can still cheese for XP in general though. Progression being determined on the field + focus in practice is just immersion breaking and unrealistic. The bandaid they put on was nice and a good step but the system itself is fundamentally flawed.
    bucky60
    XP/Skill Points, based on game/season/drill goals, is the absolute death for realistic progression. It also makes balancing progression so much more difficult than a potential system based on realistic variables.

    Acknowledging that random is preferable for some.
    How are we defining realistic progression
    And what are realistic variables.
    Is snaps in practice is not a loose equivalent to “practice” in a game plan?
    Sent from my iPhone using Tapatalk
    SyncereBlackout
    Acknowledging that random is preferable for some.
    How are we defining realistic progression
    And what are realistic variables.
    Is snaps in practice is not a loose equivalent to “practice” in a game plan?
    Sent from my iPhone using Tapatalk

    Not saying this is the best way to go about it, but if you want to be statistical about it and more realistic than we have now, then you would simply gather data from the past 10-15 years+ and track each players school, measurables, draft position, and career stats. See the correlation between them and create probability based progression and regression that is behind the scenes.
    The data is all out there, gathering it won't be a huge issue, neither would plotting it. It is the number of players that would be the biggest time consumer, but getting the data and plotting it to find the probabilities needed would not be very complex and it would be more accurate than anything we've seen in the franchise yet.
    adembroski
    I want to point something out that's flying under the radar here.
    3D UI probably took 3/4ths of the franchise total resources. That is a massive undertaking and just to get in the office/locker room background and the draft stage is really impressive in one cycle. It's something that's not really gonna pay off this season, but when you consider all the feature work that got done IN ADDITION to this, the franchise investment was a LOT bigger than it looks like.

    I'm hoping that you're wrong. For me personally, it adds virtually nothing of value. I just do not care. There are countless other things that I would have preferred that they spent time on.
    SyncereBlackout
    Acknowledging that random is preferable for some.
    How are we defining realistic progression
    And what are realistic variables.
    Is snaps in practice is not a loose equivalent to “practice” in a game plan?
    Sent from my iPhone using Tapatalk

    Love your wording in your questions, steers me away from nagging lol.
    I'll try to be concise.
    First we can all agree production follows progression and not the other way around, right? This is the fundamental flaw of XP.
    The problem with practice drills and dev traits are they are too binary. I bet the Raiders coaches tried their *** off on focusing on Jamarcus in practice but he didn't "gain any XP" anyway. The problem in Madden is you know OK I click this button for 1500 XP for this guy or 3000 XP for this guy. No challenge or complexity.
    I feel like the point of franchise is to 1) have your games string together and mean something and 2) build a team. Team building with XP and dev traits is just not challenging or complex at all.
    I appreciate the step they took to bandaid the issue and I think people who can stomach XP will really enjoy it, but it's not enough for me.
    Weighted potentials modeling progression from real life data would be probably an effective and easier way to go about things, and then allow the user to effect these percentages by hiring certain coaches with different specialties and holding camp and blah blah blah I've already laid that part out in my post.
    But I fear the longer we build on XP as the base we are just wasting time or getting to the point of no return.
    Unlucky 13
    I'm hoping that you're wrong. For me personally, it adds virtually nothing of value. I just do not care. There are countless other things that I would have preferred that they spent time on.

    Most people would disagree. But he is right, that probably took a lot of dev time to install. Thy will keep building on it and it will create a lot more immersion. Seeing screenshots of league games will be great.
    XtremeDunkz
    Most people would disagree. But he is right, that probably took a lot of dev time to install. Thy will keep building on it and it will create a lot more immersion. Seeing screenshots of league games will be great.

    Its nice, sure. But its like putting a coat of paint on a house that's half empty, when it already looked ok on the outside to begin with.
    Once again, really hoping for faster menus. The menu system as it is now discourages me from exploring the league. It is sluggish and/or I am not patient enough :-)
    I asked this in the interview thread and it got completely glossed over so maybe someone here can answer this.
    With respect to the new scheme changes in Madden 19, what prevents players in an online league (or offline for that matter) from changing their scheme each week to maximize bonuses for multiple players throughout the course of a season? Shouldn't there be an option available for both single players and league commissioners to lock schemes for the course of a season? Or maybe an option to lock them for the entire season, half the season or a quarter of the season at a time?
    SyncereBlackout
    Acknowledging that random is preferable for some.
    How are we defining realistic progression
    And what are realistic variables.
    Is snaps in practice is not a loose equivalent to “practice” in a game plan?
    Sent from my iPhone using Tapatalk

    A potential max to limit players progression. We all have potential limits.
    A coaching staff with training attributes (for different aspects of football).
    A training schedule (team and individual)
    A work ethic modifier
    Mentors in a players position
    Injuries or lack of.
    All kinds of things can be part of this. Add what you think would be valid.
    I would also have both actual and perceived ratings (actual ratings would be hidden). With both coaches and scouting staffs having evaluation ratings. The longer a player is on your team and the better the evaluation ratings the more accurate the perceived ratings would be to the actual ratings.
    Do the same kind of thing for rookie drafting. The better your scouting staff the more accurate the perceived ratings are for evaluating draft prospects.
    There are all kinds of things one could do to make CFM be more realistic.
    Unlucky 13
    I'm hoping that you're wrong. For me personally, it adds virtually nothing of value. I just do not care. There are countless other things that I would have preferred that they spent time on.

    Personally I'd have rather they had added an MLBTS style radio broadcast (not like the Tony Bruno scripted stuff) running through league scores and transactions to immerse me in my own league rather than just my own team. Then I could truly see it taking as much time as suggested here. I do like the pictures idea but would rather see that as the backdrop to a magazine cover like ESPN The Magazine, headlining what happened in my league that week. It's not like EA doesn't have any rights to any ESPN properties is it?
    bucky60
    A potential max to limit players progression. We all have potential limits.
    A coaching staff with training attributes (for different aspects of football).
    A training schedule (team and individual)
    A work ethic modifier
    Mentors in a players position
    Injuries or lack of.
    All kinds of things can be part of this. Add what you think would be valid.
    I would also have both actual and perceived ratings (actual ratings would be hidden). With both coaches and scouting staffs having evaluation ratings. The longer a player is on your team and the better the evaluation ratings the more accurate the perceived ratings would be to the actual ratings.
    Do the same kind of thing for rookie drafting. The better your scouting staff the more accurate the perceived ratings are for evaluating draft prospects.
    There are all kinds of things one could do to make CFM be more realistic.

    What aspects of football would require training modifiers. Is there a finite quantifiable list?
    How does work ethic differ from the development trait?
    What qualifies someone as a mentor and how is the skill earned. What does it develop? Given regression, how many teams would have a mentor? Could someone not load up on mentors, bench them, then disproportionately develop players?
    I’m loving the idea of actual vs apparent ratings. Good one. Better than the ?? Ratings of old and closer to what FIFA does.
    Sent from my iPhone using Tapatalk
    They're apparently still giving us more details for this year's game this week, so there could be some nice surprises, but I'm not holding my breath. Some things that would be at the top of my list include:
    -Hiring and firing of the GM and scouts with meaningful benefits and consequences.
    -A larger coaching staff. OC, DC, ST, and position coaches. If they cant get the real coaches, then I'm just fine with fictional ones. Meaningful short and long term benefits. The coaches should need to fit well with the HC or else have consequences. Working together for several years should have a positive effect. A coaching carosel every offseason would be amazing. Being a team who's coaches get promoted to other teams would make you more appealing as a destination. Retired players could transition to coaching. (much of this used to be in the game, back in the day)
    -Restricted Free Agents and Fifth Year Options.
    -Contract renegotiations for guys before they're in the final year of their deal.
    -Interactions with player agents for things like free agency, extensions, pay cuts, holdouts. Developing a positive relationship with an agent could lead to better deals or free agents coming to the team. A bad relationship would lead to trouble signing his guys.
    We also are missing factors as to why guys sign as FAs in certain places, long-term injury effects. So much of the actual sport is not even accounted for by EA. They on the field stuff is average in terms of representation, but team building isn't even touched. The week to week stuff of having active vs. inactive players, managing practice time, scouting tendencies, real game planning, weather impacts, differences in rookie vs. veteran players, off season stuff, etc just flat out don't exist.
    callmetaternuts
    We also are missing factors as to why guys sign as FAs in certain places, long-term injury effects. So much of the actual sport is not even accounted for by EA. They on the field stuff is average in terms of representation, but team building isn't even touched. The week to week stuff of having active vs. inactive players, managing practice time, scouting tendencies, real game planning, weather impacts, differences in rookie vs. veteran players, off season stuff, etc just flat out don't exist.

    Retweet.
    The game is very surface level & soft, it fails to truly represent the nature and business that is the NFL. After running two 10+ year CFM's, it became so stale and boring because the vast majority of the game is just rinse and repeat.
    I consistently watched things happen that were so far off from real life that it made it infuriating to play. Players who have been loyal to their franchises (Drew Brees, Rodgers, Matt Ryan, Von Miller, etc), pack up and leave for some ridiculous 1 year deal with the Jets/Ravens/Dolphins. I would see teams sign or draft completely off their needs during the offseason, including drafting THREE QB's in one season. Players with season ending injuries would have absolutely zero ramifications, especially when they would tear an ACL as a HB or break their ARM as a QB. One of the worst parts about it is that every team felt the same to play against, there wasn't a difference in competition, only the names on the screen.
    Every single year feels disconnected from the last and completely separate from the future. I don't understand how they cannot create a game that is fluid and builds off itself...it's 20 freaking 18.
    SyncereBlackout
    What aspects of football would require training modifiers. Is there a finite quantifiable list?
    How does work ethic differ from the development trait?
    What qualifies someone as a mentor and how is the skill earned. What does it develop? Given regression, how many teams would have a mentor? Could someone not load up on mentors, bench them, then disproportionately develop players?
    I’m loving the idea of actual vs apparent ratings. Good one. Better than the ?? Ratings of old and closer to what FIFA does.
    Sent from my iPhone using Tapatalk

    There isn't a finite list, but that is no reason to not include modifiers. Other games do it, their lists aren't perfect, but it is much better to have them there than not like in Madden.
    I can see how they are somewhat the same thing, but work ethic doesn't just include how well they progress as a player. It can also be how much more likely they are to recover from significant injury, how likely they are to learn a scheme were that to be represented in game, etc.
    Most other games also have limits to how much can be modified. That's easily something EA can set and also have a setting for us to customize to our likings also.
    I'd like to reply with something more in depth, but typing from a phone is not idea, haha.
    adembroski
    So a lot of what I was afraid of is here. There's one archetype per position. So, yanno, screw the Saints and Falcons backfields. Screw the 49ers receiving corps with their route runner split end, speed flanker, and agile slot receiver.
    Simplistic, punishing users for being innovating by locking them into "schemes" that aren't really that at all. I'm not particularly liking any of this.

    Same way I feel. Seems a lot more simplistic and restrictive. Moreso than past iterations. A good coach should be molding their schemes to their players. Not the other way around.
    The changes to draft classes will be great. But there is simply not enough happening in CFM to peak my interest in M19. I'll wait for the next one after the hopefully solve a lot of the issues that are going to plague M19.
    SyncereBlackout
    What aspects of football would require training modifiers. Is there a finite quantifiable list?

    What aspects of football would require training modifiers? Progression. The ability of each coach on your coaching staff from HC to position coaches to teach.
    SyncereBlackout
    How does work ethic differ from the development trait?

    A work ethic Rating would have more variance. But the big difference would be dev trait is a modifier off of game and season goals, goals in drills. Which is stats driving development. Work ethic would be a modifier that works with the other modifiers to calculate progression. Then progression drives performance.
    SyncereBlackout
    What qualifies someone as a mentor and how is the skill earned.

    It could be implemented as a rating or trait that kicks in after X years. You're getting into implementation questions.
    SyncereBlackout
    What does it develop?

    It would mostly help develop younger players at the same position.
    SyncereBlackout
    Given regression, how many teams would have a mentor?

    Any teams that can find one at the position(s) the team feels a mentor would help. Mentors wouldn't benefit a veteran team. But they would benefit a younger team. But only in the positions you can find a mentor.
    SyncereBlackout
    Could someone not load up on mentors, bench them, then disproportionately develop players?

    I suppose if you can find that many available with that high of a mentor rating. But for every older player you keep, that's one less younger player to develop.
    Sorry us hardcore gamers need to admit something to ourselves our relationship with madden is toxic. We keep yelling at it and asking it to change. It will say it can and will try..but it shows us year after year what they are. And that's not a bad thing..but it's more of a arcade and esports game..that's were their interest are. Sure they recognize as a community us hardcore franchise guys want more...but just like my toxic relationship reference they cant really change no matter how hard they want to. I believe this is why rex d. Left he likes the hardcore chise, and wanted to better it for the community I dont think he liked the direction madden was going.
    Which is fine... I am just tired of this community getting so mad at what madden isn't doing... there probably never going to make madden into head coach. Or have the depth of it i mean so let's get over it and maybe pour money into a developer who will. Unless we do that just stop complaining and accept madden for what it is a fun football gamewith a ifranchise mode that  could be better.
    i
    t
    saintrules
    Retweet.
    The game is very surface level & soft, it fails to truly represent the nature and business that is the NFL. After running two 10+ year CFM's, it became so stale and boring because the vast majority of the game is just rinse and repeat.
    I consistently watched things happen that were so far off from real life that it made it infuriating to play. Players who have been loyal to their franchises (Drew Brees, Rodgers, Matt Ryan, Von Miller, etc), pack up and leave for some ridiculous 1 year deal with the Jets/Ravens/Dolphins. I would see teams sign or draft completely off their needs during the offseason, including drafting THREE QB's in one season. Players with season ending injuries would have absolutely zero ramifications, especially when they would tear an ACL as a HB or break their ARM as a QB. One of the worst parts about it is that every team felt the same to play against, there wasn't a difference in competition, only the names on the screen.
    Every single year feels disconnected from the last and completely separate from the future. I don't understand how they cannot create a game that is fluid and builds off itself...it's 20 freaking 18.

    Dude, I play with the falcons exclusively every year. In M18 this past year in franchise, I tried signing Ryan during the season a few times and think I was offering him appropriate money and contract length. He absolutely refused all attempts! Lol. I couldn’t believe it. He won 2 SBs for me at that point. I couldn’t believe it. I actually had to sort of scramble and draft a QB in the next draft. I hadn’t planned on that at all. I couldn’t believe he dipped out. He went to KC, and I beat him in the next SB with my rookie qb, or maybe I had a 1 year above avg guy I had picked up for a roster spot the previous year. So, actually, I think I was lucky to have picked a decent guy the year before in the 2nd or 3rd round. I then saw Ryan on the ravens as well.
    And yeah, it just killed me. I truly don’t expect to see Ryan ever play for anyone else. He’s a stand up guy. He’s tried to win here in atl. I think he really just wouldn’t want the change. That being said, maybe if he’s still playing at 38-40, maybe the falcons would draft his replacement and whatnot. But, it was still shocking he left my franchise when he did. Lol.
    Sent from my iPhone using Tapatalk
    I think there should definitely be some loyalty rating that means something, especially at the QB position. Usually if an NFL franchise has a QB that they view as their franchise guy, they don't go drafting another QB in the first round and will do *almost* anything to keep them in town. A situation like the one described above with Matt Ryan almost would never happen, especially at his advanced age, if his current team is winning titles and willing to compensate him accordingly.
    trey2k198003
    Sorry us hardcore gamers need to admit something to ourselves our relationship with madden is toxic. We keep yelling at it and asking it to change. It will say it can and will try..but it shows us year after year what they are. And that's not a bad thing..but it's more of a arcade and esports game..that's were their interest are. Sure they recognize as a community us hardcore franchise guys want more...but just like my toxic relationship reference they cant really change no matter how hard they want to. I believe this is why rex d. Left he likes the hardcore chise, and wanted to better it for the community I dont think he liked the direction madden was going.
    Which is fine... I am just tired of this community getting so mad at what madden isn't doing... there probably never going to make madden into head coach. Or have the depth of it i mean so let's get over it and maybe pour money into a developer who will. Unless we do that just stop complaining and accept madden for what it is a fun football gamewith a ifranchise mode that *could be better.
    i
    t

    Madden is the only option. The alternative is to give up and never play a NFL football game, or keep complaining. Therefore, I'll complain until something changes.
    OhMrHanky
    Dude, I play with the falcons exclusively every year. In M18 this past year in franchise, I tried signing Ryan during the season a few times and think I was offering him appropriate money and contract length. He absolutely refused all attempts! Lol. I couldn’t believe it. He won 2 SBs for me at that point. I couldn’t believe it. I actually had to sort of scramble and draft a QB in the next draft. I hadn’t planned on that at all. I couldn’t believe he dipped out. He went to KC, and I beat him in the next SB with my rookie qb, or maybe I had a 1 year above avg guy I had picked up for a roster spot the previous year. So, actually, I think I was lucky to have picked a decent guy the year before in the 2nd or 3rd round. I then saw Ryan on the ravens as well.
    And yeah, it just killed me. I truly don’t expect to see Ryan ever play for anyone else. He’s a stand up guy. He’s tried to win here in atl. I think he really just wouldn’t want the change. That being said, maybe if he’s still playing at 38-40, maybe the falcons would draft his replacement and whatnot. But, it was still shocking he left my franchise when he did. Lol.
    Sent from my iPhone using Tapatalk

    Feel like it wouldn't be THAT hard to layer in some pretty basic negotiation design into the design they already have in place:
    - Display what the player is asking for. This is a higher # than the lowest they'll accept (which is of course never shown). If you offer what they are asking for, they accept 100% of the time. How much higher their asking price is above their lowest acceptable offer is would depend on a fairly basic calculation, including # of years tenured with team, the predictable trait that is already in the game, perhaps a positional modifier (e.g. franchise QBs typically don't walk).
    - Display a general 'avg salary' of players at the same position near their OVR. This is probably a low #, because salaries increase over time. But is a starting point for the team to benchmark against & determine if the player is asking for a pie-in-the-sky contract. AND this is used for "lowball" refusal logic, e.g. if a player is asking for $20M/yr and the avg salary for an elite player is $15M... the team comes in offering $8M, that can piss off the player and he has a chance to shut down negotiations. The team comes in offering $15M and he says no but the conversation continues. Perhaps the next week you could even have the player lower his asking price... or not, depending. :)
    - And that's all you'd need. Some basic logic around showing what the player wants, a hidden value of what he'd accept, and some kind of benchmark for what the avg salary of similar players are to prevent well-intentioned GMs from accidentally lowballing & pissing off a guy because they truly don't know what qualifies as a lowball offer.
    R1zzo23
    I think there should definitely be some loyalty rating that means something, especially at the QB position. Usually if an NFL franchise has a QB that they view as their franchise guy, they don't go drafting another QB in the first round and will do *almost* anything to keep them in town. A situation like the one described above with Matt Ryan almost would never happen, especially at his advanced age, if his current team is winning titles and willing to compensate him accordingly.

    Except it does happen in real life .. I offer you Montana, manning , favre etc as team icons who ended their careers elsewhere
    briz1046
    Except it does happen in real life .. I offer you Montana, manning , favre etc as team icons who ended their careers elsewhere

    For sure it does happen but in all three of those examples the franchise already had the next guy waiting in the wings. I guess it would be difficult to program when it is OK to draft that next guy when you already have your team icon in place for years and years.
    R1zzo23
    For sure it does happen but in all three of those examples the franchise already had the next guy waiting in the wings. I guess it would be difficult to program when it is OK to draft that next guy when you already have your team icon in place for years and years.

    I think that the difference is that the CPU makes the smart choice, rather than the sentimental one. Paying huge money to the aging veteran is generally not the best move, in a vacuum.
    R1zzo23
    For sure it does happen but in all three of those examples the franchise already had the next guy waiting in the wings. I guess it would be difficult to program when it is OK to draft that next guy when you already have your team icon in place for years and years.

    Young and Rodgers were there already but Luck came from that years draft , though as the Colts had pick 1 it was a sure bet they could get him ( or RG3 i guess lol..wishful thinking )
    Unlucky 13
    I think that the difference is that the CPU makes the smart choice, rather than the sentimental one. Paying huge money to the aging veteran is generally not the best move, in a vacuum.

    briz1046
    Young and Rodgers were there already but Luck came from that years draft , though as the Colts had pick 1 it was a sure bet they could get him ( or RG3 i guess lol..wishful thinking )

    Totally understandable. I mean honestly with this community, the AI could make the sentimental move and people would be complaining about the AI paying an aging veteran as if he were just hitting his prime. On the other hand, they could draft a young stud behind a near-end of prime face of the franchise and the other half of the community will scream it's a waste of a pick. Things like this can't be easy for the devs to get right.
    callmetaternuts
    We also are missing factors as to why guys sign as FAs in certain places, long-term injury effects. So much of the actual sport is not even accounted for by EA. They on the field stuff is average in terms of representation, but team building isn't even touched. The week to week stuff of having active vs. inactive players, managing practice time, scouting tendencies, real game planning, weather impacts, differences in rookie vs. veteran players, off season stuff, etc just flat out don't exist.

    I've been advocating something like the stuff in NBA 2k for a while. Not only tracking persistent injuries that are likely to recur (they obviously won't touch concussions but there are other recurring injuries), but also wear and tear on the body.
    But these are all great suggestions.
    R1zzo23
    Totally understandable. I mean honestly with this community, the AI could make the sentimental move and people would be complaining about the AI paying an aging veteran as if he were just hitting his prime. On the other hand, they could draft a young stud behind a near-end of prime face of the franchise and the other half of the community will scream it's a waste of a pick. Things like this can't be easy for the devs to get right.

    Progression/regression are probability based from using statistics like I mentioned before in the thread.
    Modifiers are implemented in the game from things the athlete controls themselves like a work ethic trait or loyalty trait to the coaching staff to the medical staff, and then uncontrollable things like injury history, durability, wear and tear, etc.
    EA implements an outlook feature that both the Human players and AI got to use similar to the analytics tool in NBA 2k. The AI or Human could see what the typical probability for a player at that position at that age is to progress/regress. They then could see how the modifiers change that probability.
    Implement individual GMs with different traits. Some GMs are more prone to sign veterans, others are more likely to go with the young gun. Some overpay for stars, others are cheapskates.
    Add this all together and you'll get each GM handling the situations differently and in a more believable manner. If I look at the Ravens GM's personality card and see he is likely to sign veterans and overpay for them, I won't question the AI logic as much as compared to if it were the way it is now and all CPU teams sign in the same manner with only cap space dictating their decisions.
    With a system like this, some teams are going to see they have a 31 year old QB that has a bad injury history, and then maybe EA will have it to where each staff can rate the draft strength for each position and they'll see it's a strong QB class. Using all of this knowledge they may let the good, but injury prone QB go and go with a new face if they are expected to get a high draft pick and a great chance at getting who they want.
    All of this would also feed into trade logic. Now the AI would be able to look into future for every position and make deals that affect the future and not make deals that only had them looking as far into the future as the very next game. Teams will build uniquely each franchise and in more realistic manners which will increase the replayability of the game and make every franchise player happy.
    trey2k198003
    Sorry us hardcore gamers need to admit something to ourselves our relationship with madden is toxic. We keep yelling at it and asking it to change. It will say it can and will try..but it shows us year after year what they are. And that's not a bad thing..but it's more of a arcade and esports game..that's were their interest are. Sure they recognize as a community us hardcore franchise guys want more...but just like my toxic relationship reference they cant really change no matter how hard they want to. I believe this is why rex d. Left he likes the hardcore chise, and wanted to better it for the community I dont think he liked the direction madden was going.
    Which is fine... I am just tired of this community getting so mad at what madden isn't doing... there probably never going to make madden into head coach. Or have the depth of it i mean so let's get over it and maybe pour money into a developer who will. Unless we do that just stop complaining and accept madden for what it is a fun football gamewith a ifranchise mode that *could be better.
    i
    t

    I agree for the most part, but I still think we can voice our complaints to EA in the hopes of getting them to give us more of what we want via simulation mode, while we start to focus on an alternative.
    That alternative is putting our money where our mouth is, and crowdfunding a realistic simulation.
    As far as those of us who like to change things up and watch full CPU vs CPU games, is there now an option to select all 32 teams, assign them to the CPU, and set the controller in the middle before each game instead of the time consuming and unnecessary process that we've had to go through the last couple of years (setting up 32 profiles, etc)?
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